;
;   CIVILIZATION In-Game Tutorial
;   Copyright (c) 1995 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@FIRSTMOVE
@width=400
@y=5
@title=Civ Tutorial
Your first task is to memorise key landmarks 
near you territory and improve your existing 
cities.  Later you can build more cities.  
Look for good city spots near coastlines 
and along the banks of the Paladantine.
^
Good terrain for city building are Floodplains 
and Grass Oceans. These terrains offer a nice 
amount of food to help a young city grow.

@BUILDCITY
@width=320
@y=5
@title=Civ Tutorial
This spot looks like a good site for a
city. Select 'Build New City' from the
ORDERS menu or use the 'b' key to found
a city here.

@FIRSTPRODUCT
@width=420
@y=5
@title=Civ Tutorial: Your First New City
Each of your cities can build additional
Settlers, military units, or city improvements
to further the growth of your civilisation.
Only one item can be in production
per city. Production orders can be changed
at any time. Select the item you wish to
build by clicking the 'CHANGE' button in
the city information screen which follows.

@FIRSTCIV
@width=420
@title=Civ Tutorial: Civilisation Advances
Cities also act as centers for trade and
the flow of information. Your wise men
and scientists can collect this information
to acquire important new abilities and
skills for your civilisation.

@FIRSTUNIT1
@width=420
@y=5
@title=Civ Tutorial: New Military Unit
You have just built a new military
unit. Use the keyboard arrows to move
this unit and the ORDERS menu to give
special commands. Military units allow
you to explore, expand, attack, and
defend your civilisation.

@FIRSTUNIT2
@width=500
@title=Civ Tutorial: Units
Fortify units in your cities to defend
them against barbarians or enemy armies.
Huscarls and Pikemen make excellent defenders;
Spearmen, Halberdiers, and Legionnaires can be 
useful as well.
^
Settler units can found new cities as well
as build roads, irrigation, and mines around
existing cities.  If you can, try to have at
least one settler in play at all times.
^
Fast-moving units like riders are useful for exploring
uncharted territory.
^
Attack your enemies with Warriors, Legionnaires, 
Swordsmen, and Ballistas.

@ONECITY
@width=420
@y=5
@title=Civ Tutorial: New Cities
Your civilisation is growing rather large.
Now might be a good time to expand by building a new
city. To do this, click on a city and instruct it
to build a Settler unit. A settler unit can move to a new
site and build a city.

@CITYSTUFF
@width=420
@x=180
@title=Civ Tutorial: City Resources
A city's inhabitants produce different resources depending
on the types of terrain nearby. On the city information
screen, "inhabited" spaces are shown with the "wheat",
"shields", and "trade arrows" that the inhabitants are
producing.
^
Experiment with clicking on these spaces to move inhabitants
from space to space; notice that some spaces produce more of
some things, less of others. Most spaces can be improved
through the addition of roads, irrigation, and/or mining by
Settlers. Find the configuration which suits you best.  Natural 
resources such as wine and silk will provide bonus resources as 
well.  If you have any in your city radius, try placing a citizen 
over one to produce more resources.
^
Notice that you can also remove citizens from the
map altogether, making them "Entertainers".  Entertainers
produce luxuries, but make no food or other resources.  By clicking 
on an entertainer, you can turn him into a taxman, who will generate 
more cash for your civilisation.  Too many taxmen make people unhappy, 
however.  By clicking on a taxman, you can turn him into a scientist 
who will help your civilisation learn new technologies quicker.
^
It is usually a good idea to keep an eye on your treasury. 
You never know when an emergency will crop up, so it is usually 
good to have some gold in reserve.

@MINING
@width=320
@y=5
@title=Civ Tutorial: Mining
This area could produce more resources.
Mining ('m' key) these hills will add to the
production capacity of %STRING0.  (Note that 
Dwarves get a bonus to this)

@IRRIGATE
@width=320
@y=5
@title=Civ Tutorial: Irrigation
This would be a suitable area to build
irrigation ('i'_key). More food will help the
city of %STRING0 to grow more rapidly.  (Note 
that Elves get a bonus to this)

@ROAD
@width=440
@y=5
@title=Civ Tutorial: Roads
This would be a good place to build a
road ('r' key). Your units will be able to move
faster and more trade will be generated
in the city of %STRING0.  As you expand,
work towards connecting your cities with
roads.  Also, after you have discovered Legal 
Currency, you may build a tavern in %STRING0 to 
take advantage of your roads and generate more trade.

@HELP1
@width=500
@title=Civ Tutorial: General Principles #1
Defend your cities with at least one
(preferably two) good defensive units.
^
Strike a balance between improving your
existing cities and striking out to found
new cities.
^
Don't expand beyond your ability to defend
yourself; barbarians and hostile armies
may appear without warning.  If you notice a 
hostile unit approaching a city, try looking 
it up in the civilopedia.  If it is not there, 
it is probably a barbarian unit.  Information 
on these is provided in the 'Units.doc' file 
provided with the game.  If you think your 
defences might be inadequate, you can rush buy 
a defensive unit in your cities for a small amount 
of gold.
^
Use your unique units and wonders to your advantage.  
Each race has two (or three), each reflecting the 
abilities of that race.  Note that you may not 
always be able to construct your unique units 
immediately (The Holy Empire weilding Zeppelin Carriers 
this early in the game would be a bit unfair)
^
Note that, if you have any cities along the 
banks of the Paladantine, or on the Eastern 
coast, you are also vulnerable to pirate 
attacks and landings.  You would do well to 
build one or two offensive sea units (such as 
War Galleys and Frigates) to defend your shores.

@HELP2
@width=500
@title=Civ Tutorial: General Principles #2
Use Galleys and other ships to explore and transport 
your units across the Eastern Ocean and Paladantine 
River.  Note that Coracles will sink if they end a 
turn too far from land.  As they are cheap, and can 
transport a unit, it may be an idea to place one in 
the Paladantine to use it as a 'bridge'.
^
Use Caravans to establish trade routes and
strengthen your economy. Trade helps your
people accumulate both wealth and knowledge, 
as you may encounter foreign troops in your 
travels.  The Guild may not build caravans, instead 
it can build tradesmen who create trade routes with 
more income than regular caravans. Note that if a 
caravan comes across a foreign unit or city, it will 
stop, so you will have to manually tell it to resume 
its course (This can be done by clicking and holding 
the cursor over the target city.)
^
As your civilisation grows don't forget to
use your Mediators and Ambassadors to learn what 
your opponents are up to.  Later on in the game 
you will be able to use Infiltrators to go 
undercover and spy on your opponents.

@DISORDER
@width=480
@title=Civ Tutorial: Civil Disorder
@button=Details
A city falls into Civil Disorder when
the number of unhappy citizens exceeds
the number of happy citizens. Growth
and production cease while a city is
in disorder.
^
Remedies for disorder include:
^* Increasing the amount of trade used for Luxuries.
^* Moving military units into the city.
^* Building a Temple, Cathedral, or Arena.
^* Turning citizens into entertainers.
^* Switching to a Deologist government.
^
Click on "Details" for further details, or if you
are having difficulty.

@DISORDER2
@width=600
@title=Civ Tutorial: Civil Disorder Details
1) Luxuries: To increase the amount of trade used for
luxuries, select "Tax Rate" under the KINGDOM menu.
20% is often a good rate, especially if your government
is a Monarchy or Republicate.  For every two luxuries your
city produces, one new happy citizen appears.
^
2) Martial Law: If your government is a Despotism, Monarchy,
or Imperialism, you may move military units into your cities
to suppress disorder. Up to 3 units in each city can be used
for this purpose. Each unit causes one unhappy citizen to
become content.
^
3) Temples, Arenas, and Cathedrals: These city improvements
help to reduce disorder by changing one or more unhappy
citizens to content. Of course, if your city is already in
disorder, you may need to "Buy" the building (or temporarily
use entertainers), since no production takes place during
civil disorder.

@DISORDER3
@width=600
@title=Civ Tutorial: Civil Disorder Details
4) Entertainers: On the city information screen, click on one
of the inhabited spaces in the city radius to make that
citizen into an entertainer. Entertainers produce no food,
resources, or trade; instead, each produces two additional
luxuries.
^
5) Deology: If you have discovered the civilisation
advance "Deology", you can switch to Deology
as a form of government. Under Deology, no citizen
is ever unhappy (of course, scientific research is curtailed).

@SCHISM
@width=320
@title=Civ Tutorial: Civil War
The %STRING0 are a large and powerful
civilisation. However, rebel factions
threaten to start a civil war. If your
armies can capture their capital city,
the shock could split the country in two!

@SHIPS
@width=480
@y=5
@title=Civ Tutorial: Ships
You have built your first ship unit. Use
ships to explore the seas and transport your
units to other continents.
^
If your ship is a Coracle, remember that it may be lost
if it does not end each turn near a land space.
^
To embark a unit on a ship in port, issue the sleep ('s')
order for the unit before moving the ship out to sea.
Or, while the ship is at sea, simply move
the unit 'onto' the ship from an adjacent space.
^
To disembark a unit, click on the ship or press
the 'u' key to unload.
^
TIP: place a transport unit (eg- Coracle) in a 1 square-wide 
strait (or the Paladantine river) to create an instant bridge.

@RAILROADS
@width=480
@title=Civ Tutorial: Steamrails
You have just acquired knowledge of Steamrails, an
important achievement. A Settler will build a Steamrail if 
you press the 'r' key in a space that already has a road.
^
Your units will be able to move long distances over
Steamrails.  Steamrails also increase resource production
in spaces which already produce at least two 'shields'.

@FARMLAND
@width=480
@title=Civ Tutorial: Farmland
You have acquired knowledge of Intensive farming. Better
farming techniques allow you to improve the quality
of your farmland. A Settler will improve farmland if you 
press the 'i' key in a space that already has irrigation. 
This will increase food production in a nearby city once 
that city has a Harvest Store to distribute the food.

@AIRUNIT
@width=480
@y=5
@title=Civ Tutorial: Air Units
You civilisation has built its first air unit.
Air units can be used to strike enemy units and cities; they
can also defend your skies from enemy strikers. Air units
can also be used to explore.
^
Air units carry a limited supply of fuel; they must return
to a friendly city or aerobase before that fuel is exhausted.

@REPUBLIC
@width=480
@title=Civ Tutorial: Republicate
Your civilisation has gained knowledge of another form
of government, the REPUBLICATE. Switching governments can
bring great benefits to your civilisation; on the other
hand, it can create large headaches--careful planning is
necessary. For more information on all forms of government,
see the CIVILOPEDIA entries under "Governments". If you do
wish to switch governments, you must have a Revolution--see
the Kingdom menu.

@DEMOCRATS
@width=600
@title=Civ Tutorial: Republic & Democracy
You have chosen to govern your civilisation as a %STRING0.
This is a major change from earlier forms of government, and
will present you with a new set of challenges (and rewards!)
^
As your citizens gain more individual freedoms, they begin
to produce more trade. On the other hand, it becomes more
difficult to keep them happy. One of the best ways to do so
is to divert some of your trade to Luxuries. Select "Tax Rate"
from the Kingdom Menu and set your Luxuries Rate to 20%%.
Since your citizens are now producing so much more trade, you
can easily afford this.
^
Your citizens will also tend to become unhappy when you send
your military units out of your cities. You may need to
return some of your units to cities. You may even need to
disband some units. This sacrifice is often worth it in terms
of the knowledge and wealth you will gain in exchange.

@TRADE
@width=420
@title=Civ Tutorial: Trade
You have just acquired knowledge of TRADING GUILDS. Your cities 
can now produce CARAVANS or TRADESMEN to carry trade goods between 
different parts of the realm. Caravans and Tradesmen, especially 
from your larger cities, can rapidly increase your wealth and 
knowledge.

@CARAVAN
@width=440
@y=5
@title=Civ Tutorial: Caravans
You have just produced your first CARAVAN. Move it to a
distant city to establish a trade route, by clicking and 
holding over the desired city. Trade routes with small, nearby 
and friendly cities produce less revenue than routes with 
large, distant and foreign cities. Try to find a city which 
demands the goods your caravan is carrying (you may click on 
a foreign city to learn its demands).  Caravans may also be used 
to help build Wonders of the World.

@WRITING
@width=420
@title=Civ Tutorial: Diplomacy
Your civilisation has learned the art of Diplomacy. Your
cities may now commission AMBASSADORS and MEDIATORS to help make 
contact with other civilisations. Ambasadors are better at 
representing your civilisation rather than negotiating for it, but 
they are better equipped for a combat situation, and they are cheap.
Use Ambassadors to convert foreign units. Mediators on the other hand,
are invisible (mostly), and are much more better eqipped to negotiate.
However, unlike Ambassadors they may not convert foreign units. 

@SEAFARING
@width=420
@title=Civ Tutorial: Hull Strengthening
Your civilisation has mastered the art of HULL STRENGTHENING.
You may now produce Longboats to explore the seas more freely.  
Unlike Coracles, Longboats do not sink when away from land and 
are much more capable generally.


@EXPAND0
@width=520
@title=Civ Tutorial: Expansion (#1)
A civilisation grows by expanding its territory. This can be
accomplished either by founding new cities or by conquering
rival cities. Perhaps we should instruct one of our cities
to produce a new SETTLERS unit.

@EXPAND1
@width=520
@title=Civ Tutorial: Expansion (#2)
For our civilisation to grow, we must expand to new
city sites.  Perhaps we should send these SETTLERS to
found a new city.

@DAMAGE
@width=520
@title=Civ Tutorial: Damaged Units
This unit has sustained combat damage, as indicated
by the colored bar along the top of the unit's shield.
Green indicates a relatively healthy
unit; Yellow and Red show increasing levels of damage.
^
A unit may partially heal itself by skipping its entire
turn (press the SPACE bar). Units repair themselves more
quickly in cities and fortresses. Cities with Barracks can
repair ground units in a single turn. Other improvements
(Dry Dock, Aerodock) can repair ships and air units.


@END
